This file consists of conversions taken from the Alien Anthology supplement for the d20 Star Wars Roleplaying Game.

- Brief Supplement Overview -

This supplement presents a slew of alien creatures and species for inclusion in any Star Wars campaign. Although I caught a couple of typos here and there, the quality of the writing is good, and the information presented is interesting. The interior art is of good quality, giving the reader an idea of how the creatures and aliens are supposed to look. The art also includes some photographs.

As far as new material is concerned, I've converted 19 creatures and 23 aliens from those presented. The remaining entries have been printed in previous D6 supplements (noted in the Existing Material References). There are some new tidbits worth reading, and the new creatures and alien species will work well in most campaigns. There is some information specific to the d20 rules included, such as three prestige classes and information on creating and customizing creatures. Some of this information could be carried over into D6, and might give GMs some good ideas.

The book is perfect-bound, the binding and paper are good quality, and is 127 pages in length. The cover is glossy, and the interior illustrations and photographs are all presented in full color. I like the book quite a bit, but as with other d20 Star Wars products, it's a tad expensive ($26.95). I got mine for $18.86 on Amazon.com, which is a pretty good savings (and about what I'd expect to pay for the book normally).

Should you buy it? My initial impression is that it's a nice book to have, though you'll probably be fine without it if you have access to GG#4, GG#12, or Alien Encounters. If you want to present your players with some interesting new alien species, or just want to terrify them with some nasty creatures, then you'll probably want to pick this book up.

Creatures 

Bonegnawer (AA, pages 23-24)
Dexterity 2D+2
Perception 3Dsearch 8D
sneak 5DStrength 4D+2Special Abilities:Bite: Does strength +3D+1 damage.
Exceptional Reflexes: Bonegnawers gain a +1D bonus to all Perception rolls made to determine initiative.
Low Light Vision: A bonegnawer can see twice as far as a normal human in poor lighting conditions.
Slam Attack: A bonegnawer cannot fly with a creature larger than a normal human in its beak. It instead attempts to kill its prey by slamming it into the ground, which is resolved like a normal brawling attack, and which inflicts Strength +1D+2 damage.Move: 4 (ground), 20 (flying)Size: 8-10 meter wingspan.

Boneworm (AA, page 25)
Dexterity 3D+2
Perception 1Dhide 2D+2
search 3D+1Strength 1Dbite/burrowing attack 3DSpecial Abilities:Bite/Burrowing Attack: Boneworms do an amount of damage equal to their Strength +3D when biting and/or burrowing their way into a victim.
Blindsight: Boneworms are blind, and use vibrations to navigate.
Burrow: Boneworms burrow through the ground.
Nematodal Penetration: The boneworm is a type of flatworm that attacks by burrowing into and attacking the internal organs of larger animals. Note that boneworms generally feed on lifeless corpses, but will not hesitate to feed on living creatures that are helpless or unconscous. They tend to retreat into the ground if their potential meal if it shows signs of life.Move: 6 (burrow)Size: Between a few centimeters to over one meter long.

Nashtah (AA, page 38)
Dexterity 3D+2
Perception 5Dsearch 6D
search: tracking 6D+2Strength 4Dclimbing/jumping 7DSpecial Abilities:Barbed Tail: Does Strength +2 damage.
Bite: Does Strength +1D damage.
Claws: Do Strength +2 damage.
Exceptional Reflexes: Nashtah gain a +1D bonus to all Perception rolls made to determine initiative.
Leap Attack: A nashtah can leap at a target up to 10 meters away while attacking with each of its six claws. Treat this like a ranged attack (range: 1-3/6/10), with the nashtah's jumping skill rolled to determine a hit. If successful, the nashtah can make six claw attacks against the same target, subtracting -1D for the first two attacks, -2D for the second two, and -3D for the last two. The nashtah can do nothing else in that round, including dodge.Move: 20Size: 1.5 meters long.

Nerf (AA, pages 39-40)
Dexterity 3D+2spit 4D+1Perception 2D+1
hide 4D+2Strength 2D+2Special Abilities:Bite: Does Strength +2 damage.
Head Butt: Does Strength +2 damage.
Kick: Does Strength +2 damage.
Low Light Vision: A nerf can see twice as far as a normal human in poor lighting conditions.
Spittle: If irritated, there is a 3 in 6 chance that a nerf will spit a foul-smelling saliva at targets up to ten meters away (range: 1-3/6/10). Nerf spit emits a foul odor, and is impossible to wash entirely from clothing. Anyone struck by nerf spittle suffers a penalty of -1D to actions involving personal interaction until washed and the offending article(s) of clothing are removed.Move: 12Size: 1 meter long and 0.5 meters tall.Orneriness: 2D

Rolk-Mangir (AA, page 41)
Dexterity 2D+2
Perception 2D+2hide 3D+2
search 4D
sneak 4D+1Strength 4D+1Special Abilities:Energy Resistant: Any attacks made against a rolk-mangir by energy weapons (blaster, light sabers, lasers, etc.) have their damage rolls reduced by 8 points. If this reduces the total damage below 0, then the shot is considered to have done no damage.
Exceptional Reflexes: Rolk-mangir gain a +1D bonus to all Perception rolls made to determine initiative.
Gore Attack: Does Strength +2D damage.
Good Sense of Hearing: Rolk-mangir get a +1D bonus to Perception rolls made to notice sounds.
Low Light Vision: A rolk-mangir can see twice as far as a normal human in poor lighting conditions.Move: 12Size: 4 meters tall.

Sand Tick (AA, page 42)
Dexterity 7D+1
Perception 1D+2hide 5D+2
search 3DStrength 0D+1climbing/jumping 4D+2Special Abilities:Disease: The bite of the sand tick exposes the victim to crazed bantha fever. A bitten character must succeed at a Difficult Strength check, or come down with the disease after 1d6 days. After the incubation period has passed, victims lose one pip each from Knowledge and Perception, and this loss is continuous unless the victim is treated. Lost pips return at a rate of one per day per attribute once the disease has been cured. Characters who are reduced below 1D in an attribute by the disease, but who are later cured, lose 1D permanently from the attribute in question. Characters whose attributes drop to 0D expire.
Numbing Bite: Sand ticks numb a potential host with secretions in their saliva before attaching themselves. A Very Difficult Perception check is required to feel the bite. Characters with one or more attached ticks take 1 point of damage per tick per day (roll Strength versus the total damage each day to determine wounds, with a Stun result indicating no effect).Move: 6Size: Fist-sized.Note: The Dexterity score of the sand tick seems, at best, excessive. This being a direct conversion, I've chosen to leave the original amount in the entry. I would suggest reducing the tick's Dexterity to a maximum of 2D+2 (half of 7D+1).

Slashrat (AA, pages 42-43)
Dexterity 4D+1
Perception 3Dhide 4D+2
search 5D+2
sneak 4DStrength 2D+1climbing/jumping 3D+1Special Abilities:
Claws: Do Strength +2 damage.
Darkvision: Slashrats can see up to 20 meters in total darkness.
Exceptional Reflexes: Slashrats gain a +1D bonus to all Perception rolls made to determine initiative.
Feeding Frenzy: When within 2 meters of a slashrat emitting killscent (see entry in AA, page 43), other slashrats are driven into a feeding frenzy. Frenzied slashrats feed on any living or dead creature they can find. Slashrats in a frenzy have their Strength scores increased to 3D, but have their Dexterity reduced to 3D+2. A frenzy generally lasts six rounds.
Scent: Slashrats gain a +2D bonus to track prey when scent is an issue, and gain a +2D bonus to Perception checks that involve their sense of smell.
Tail lash: Does Strength +2 damage.Move: 60 (ground), 60 (burrow)Size: 1.2 to 1.5 meters long.

Slivilith (AA, pages 43-44)
Dexterity 3D+1
Perception 2D+1search 4D+1Strength 8D+1Special Abilities:Darkvision: Slivilith can see up to 20 meters in total darkness.
Tentacles: Slivilith have six tentacles which do Strength +2 damage. Each tentacle can attack a separate target, but modifiers for multiple actions apply.Move: 6 (ground), 30 (flight)Size: " the size of small shuttles "

Wooly Veermok (AA, pages 49-50)
Dexterity 4D+2
Perception 3D+2hide 5D+2
search 6D+1
sneak 5DStrength 5D+2claw 6D+1
climbing/jumping 8D+2Special Abilities:Bite: Does Strength +1D damage.
Claw: Do Strength +1D damage.
Gore Attack: Does Strength +2 damage.
Hide Bonus: Wooly veerkmoks gain a +3D bonus to Hide skill checks in an arctic environment.
Screaming Howl: Wooly veermoks can emit a piercing howl that causes those around them to make Moderate Willpower or Control skill checks. Failure indicates that they can take no action other than to cower or flee.Move: 20Size: Unlisted, but larger than the standard veermok listed in "Secrets of Naboo."

Arkanian (AA, pages 57-58)
Average Arkanian. Dexterity 1D+2, Knowledge 2D+1, Mechanical 2D, Perception 2D, Strength 2D+1, Technical 2D+2.
Home Planet: ArkaniaAttribute Dice: 13DDEXTERITY 1D/3D+2KNOWLEDGE 1D+2/4D+1MECHANICAL 1D+1/4DPERCEPTION 1D+1/4DSTRENGTH 1D+2/4D+1TECHNICAL 2D/4D+2Special Abilities:Darkvision: Arkanian characters can see up to 20 meters in total darkness.Story Factors:Arrogance: Arkanians are typically arrogant, believing that they have reached the pinnacle of evolution.Infamy: Arkania was once part of the Sith empire, and their dedication to aggressive scientific research has given them a somewhat bad reputation as the galaxy's mad scientists.Move: 10/12Size: 1.6 to 2.2 meters tall.

Chagrian (AA, pages 62-63)
Average Chagrian. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet: ChampalaAttribute Dice: 12DDEXTERITY 1D+1/4DKNOWLEDGE 1D+1/4DMECHANICAL 1D+1/4DPERCEPTION 1D+1/4DSTRENGTH 1D+1/4DTECHNICAL 1D+1/4DSpecial Abilities:Amphibious: Chagrians can survive both on land and in water, and gain a +1D+1 bonus to their Swim skill.Low-Light Vision: Chagrians can see twice as far as a normal human in poor lighting conditions.Radiation Resistance: Chagrians gain a +1D+1 bonus when resisting damage caused by radiation.Story Factors:Weak Sense of Taste: Chagrians lose their sense of taste, and as such, they do not relish food the way most other species do. Many feel that eating is a waste of time.Move: 10/12Size: 1.7 to 2.2 meters tall.

Dashade (AA, pages 67-68)
Average Dashade. Dexterity 2D+2, Knowledge 1D+2, Mechanical 2D, Perception 1D+1, Strength 2D+1, Technical 2D.
Home Planet: Urkupp (destroyed)Attribute Dice: 12DDEXTERITY 2D/4D+2KNOWLEDGE 1D/3D+2MECHANICAL 1D+1/4DPERCEPTION 1D/3D+1STRENGTH 1D+2/4D+1TECHNICAL 1D+1/4DSpecial Abilities:Heat Dissipation: Dashade can dissipate the heat that emanates from their bodies, making it difficult to detect them with equipment that tracks by heat. All checks made to detect a Dashade character who is consciously reducing his heat signature, using thermal or infrared equipment, are made at a -2D penalty.Force Resistance: Dashade are resistant to Force powers that utilize the Alter skill. All Alter rolls made for Force powers directed at a Dashade character have their difficulties increased by +5. A Force-using Dashade character who attempts to use Alter-based Force powers adds +10 to his difficulties.Story Factors:Thought to Be Extinct: The Dashade's home world was destroyed, and many assume the race to be extinct.Move: 10/12Size: 1.7 to 2 meters tall.

Hoojib (AA, pages 79-80)
Average Hoojib. Dexterity 2D+1, Knowledge 2D+1, Mechanical 2D, Perception 2D+2, Strength 0D+2, Technical 2D.
Home Planet: ArbraAttribute Dice: 12DDEXTERITY 1D+2/4D+1KNOWLEDGE 1D+2/4D+1MECHANICAL 1D+1/4DPERCEPTION 2D/4D+2STRENGTH 0D+1/2D+2TECHNICAL 1D+1/4DSpecial Abilities:Energy Drain: Hoojibs can drain energy from any piece of equipment, or any being that contains energy of any sort. If the Hoojib is in contact with the energy source, the effects are automatic. A Hoojib can attempt to drain energy from an object or being within 4 meters, but must make a Strength check in order to do so depending on the distance (range: 1-2/3/4). Treat this just like a ranged attack. A Hoojib can drain 1D3 shots or hours of use from equipment, droids, power packs, or other inanimate objects per round.Telepathy: Hoojibs can communicate telepathically with any number of beings within a 500 meter distance. Anyone wishing to resist the communication can resist by rolling Willpower or Control against the Hoojib's Perception attribute. Telepathic communication from a Hoojib is "heard" by the target being in his own language.Move: 3/5Size: 20 to 30 centimeters long.

Iktotchi (AA, pages 80-81)
Average Iktotchi. Dexterity 1D+1, Knowledge 2D, Mechanical 2D+1, Perception 2D, Strength 2D+1, Technical 2D.
Home Planet: Iktotch SystemAttribute Dice: 12DDEXTERITY 1D/3D+1KNOWLEDGE 1D+1/4DMECHANICAL 1D+2/4D+1PERCEPTION 1D+1/4DSTRENGTH 1D+2/4D+1TECHNICAL 1D+1/4DSpecial Abilities:Piloting Bonus: At the time of character creation, Iktotchi characters gain a +1D bonus to Archaic Starship Piloting, Capital Ship Piloting, Space Transports, or Starfighter Piloting (choose one). In addition, they gain a +1D bonus to a related repair skill (Archaic Starship Repair, Capital Ship Repair, Space Transports Repair, or Starfighter Repair, depending on which piloting skill was chosen).Story Factors:Precognition: All Iktotchi have a limited form of precognition. Most Iktotchi are unable to control when these visions manifest, and generally receive them as vivid dreams or daydreams. Iktotchi who are Force sensitive and who possess the Farseeing force power gain a +3D bonus on both Control and Sense rolls when using that power.Move: 10/12Size: 1.6 to 2 meters tall.

Kel Dor (AA, pages 81-82)
Average Kel Dor. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D+1, Strength 1D+2, Technical 2D.
Home Planet: DorinAttribute Dice: 12DDEXTERITY 1D+1/4DKNOWLEDGE 1D+1/4DMECHANICAL 1D+1/4DPERCEPTION 1D+2/4D+1STRENGTH 1D/3D+2TECHNICAL 1D+1/4DSpecial Abilities:Low Light Vision: Kel Dor can see twice as far as a normal human in poor lighting conditions.Story Factors:Atmospheric Dependence: Kel Dor cannot survive without their native atmosphere, and must wear breath masks and protective eye wear. Without a breath mask and protective goggles, a Kel Dor will be blind within 5 rounds and must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Kel Dor will take one level of damage per round unless returned to his native atmosphere.Move: 10/12Size: 1.4 to 2 meters tall.

Mantellian Savrip (AA, pages 86-88)
Average Mantellian Savrip. Dexterity 1D+2, Knowledge 1D, Mechanical 1D, Perception 1D+2, Strength 4D+2, Technical 1D.
Home Planet: Ord MantellAttribute Dice: 11DDEXTERITY 1D/3D+2KNOWLEDGE 1D/3DMECHANICAL 1D/3DPERCEPTION 1D/3D+2STRENGTH 4D/6D+2TECHNICAL 1D/3DSpecial Abilities:Bite: A Mantellian Savrip can bite for Str+1D+1 damage.Claw: A Mantellian Savrip can claw for Str+1D damage.Intimidating Bellow: Mantellian Savrips gain a +2D+2 bonus to their Intimidation skill checks when bellowing.Keen Sight and Hearing: Mantellian Savrips gain a +2D bonus to Perception checks to notice things that involve either sight or hearing.Low Light Vision: Mantellian Savrips can see twice as far as a normal human in poor lighting conditions.Poison: Savrips inject a paralytic poison with their bite. Anyone successfully bitten by a Mantellian Savrip must make a Difficult Strength check. Failure indicates that they take poison damage equal to the Savrip's Str+1D+1, and are paralyzed and unable to move for 4D6 rounds.Reach: Due to the Mantellian Savrip's extended reach, Savrip characters can attack targets up to 4 meters away with their claws.Story Factors:Primitive: Because they are a primitive species, beginning Mantellian Savrip characters may not place any skill dice in any vehicle operations, starship operations, or repair skills. Savrip characters who are primitive gain a +2D+2 bonus to Survival skill checks, and a +2 bonus on Sneak skill checks. Upon learning any technical skills, however, the Savrip is considered to have been "civilized." Civilizing a Savrip results in a loss of the Sneak skill bonus, and a reduction of the Survival bonus to +1D+1.Move: 12/14Size: Up to 4 meters tall.Note: Savrips don't seem to be intended as a player species, and rightly so. GMs can, at their option, allow players to portray Savrips, and may God have mercy on them.

Morseerian (AA, pages 88-89)
Average Morseerian. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet: Unknown.Attribute Dice: 12DDEXTERITY 1D+1/4DKNOWLEDGE 1D+1/4DMECHANICAL 1D+1/4DPERCEPTION 1D+1/4DSTRENGTH 1D+1/4DTECHNICAL 1D+1/4DSpecial Abilities:Ambidextrous: Morseerians can use any of their four hands with equal skill, and suffer no off-hand penalties.Multi-limbed: Morseerians have four arms and can use them all at the same time. Penalties for multiple actions still apply.Sharp-Eyed: Morseerians gain a +2 bonus to all Search skill checks involving sight.Story Factors:Methane-breather: If removed from a methane-rich atmosphere for more than six rounds, a Morseerian must make a Moderate Strength check or go unconscious. Each round thereafter, the difficulty increases by +3. Once unconscious, the Morseerian will take one level of damage per round unless returned to a methane-rich atmosphere.Secretive: Morseerians will never, under any circumstances, reveal the location of their homeworld, nor have many been seen outside of an environment suit, making their appearance a matter of conjecture.Move: 10/12Size: 1.5 to 1.7 meters tall

Quermian (AA, pages 92-93)
Average Quermian. Dexterity 2D+1, Knowledge 2D, Mechanical 2D+1, Perception 2D, Strength 1D, Technical 2D+1.
Home Planet: QuermiaAttribute Dice: 12DDEXTERITY 1D+2/4D+1KNOWLEDGE 1D+1/4DMECHANICAL 1D+2/4D+1PERCEPTION 1D+1/4DSTRENGTH 1D/3DTECHNICAL 1D+2/4D+1Special Abilities:Short-Range Telepathy: Quermians can communicate with other Quermians, as well as with Force-users who have the Sense skill. To use the ability, the Quermian must make eye contact with the person he wishes to contact and roll a successful Difficult Willpower skill check. This only works in person, and is not effective through video or holonet transmissions. If the subject of the communication is unwilling, they must roll a Very Difficult Control or Willpower skill check in order to block the thought transmission. Quermians can transmit only simple phrases and emotional impressions, and contact must be renewed each round with another Willpower check.Move: 10/12Size: 1.6 to 2.3 meters tall

Sneevel (AA, page 100)
Average Sneevel. Dexterity 3D+2, Knowledge 1D+1, Mechanical 2D+1, Perception 1D+1, Strength 2D, Technical 1D+1.
Home Planet: SneeveAttribute Dice: 12DDEXTERITY 3D/5D+2KNOWLEDGE 1D/3D+1MECHANICAL 1D+2/4D+1PERCEPTION 1D/3D+1STRENGTH 1D+1/4DTECHNICAL 1D/3D+1Special Abilities:Mood Musk: Sneevels give off strong scents that indicate their moods. Non-Sneevels within melee range must succeed at Moderate Stamina rolls or suffer a -1D penalty to all Dexterity and Strength-related rolls for as long as they are exposed to the odor.Story Factors:Lust For Adventure: Sneevels crave adventure and excitement. Few species are as reckless as they are, and they are often drawn to pursuits that lead to certain death. If given an opportunity to do something dangerous and exciting, a Sneevel character must participate enthusiastically unless he can succeed at a Moderate Willpower skill check.Move: 10/12Size: 1.6 to 2.1 meters tall

Spiner (AA, pages 102-103; SWG#4, sidebar, page 48)
Average Spiner. Dexterity 2D, Knowledge 1D+2, Mechanical 2D, Perception 1D+2, Strength 2D+2, Technical 2D.Attribute Dice: 12D
DEXTERITY 1D+1/4DKNOWLEDGE 1D/3D+2MECHANICAL 1D+1/4DPERCEPTION 1D/3D+2STRENGTH 2D/4D+2TECHNICAL 2D/4DSpecial Abilities:Quills: Spiners can launch a burst of quills at a target using their Thrown Weapons: Quills skill (range: 2/5/10m, damage 2D). The quills grow back, but a Spiner is only able to make 4 such attacks within a single 24 hour period.Story Factors:Dying Race: Spiners suffer from a genetic flaw that prevents them from reproducing anywhere but their homeworld. As their homeworld was destroyed by a supernova, their species will inevitably disappear.Move: 10/12Size: 1.7 to 2.2 meters tall.

Xexto (AA, pages 114-115)
Average Xexto. Dexterity 3D, Knowledge 1D+2, Mechanical 2D+1, Perception 2D, Strength 1D+1, Technical 1D+2.
Home Planet: TroikenAttribute Dice: 12DDEXTERITY 2D+1/5DKNOWLEDGE 1D/3D+2MECHANICAL 1D+2/4D+1PERCEPTION 1D+1/4DSTRENGTH 1D/3D+1TECHNICAL 1D/3D+2Special Abilities:Four Arms: Xexto have four arms. Separate actions performed by each arm still incur the normal -1D penalty for every action past the first. The arms are specifically suited to climbing, and Xexto characters receive a +1D bonus to all Climbing/Jumping skill rolls that involve climbing.Quick Reflexes: Xexto gain a +1D bonus to all Perception rolls made to determine initiative.Story Factors:Foolhardiness: Though typically mild-mannered and even-tempered, Xexto admire and encourage risk-taking. Other species assume this means that Xexto are foolhardy. One sure way to anger a Xexto is to call him a coward.Move: 6/8Size: 1.1 to 1.4 meters tall.

Yinchorri (AA, pages 116-117)
Average Yinchorri. Dexterity 2D, Knowledge 2D, Mechanical 2D, Perception 2D, Strength 2D, Technical 2D.
Home Planet: YinchorrAttribute Dice: 12DDEXTERITY 1D+1/4DKNOWLEDGE 1D+1/4DMECHANICAL 1D+1/4DPERCEPTION 1D+1/4DSTRENGTH 1D+1/4DTECHNICAL 1D+1/4DSpecial Abilities:Increased Stamina: Yinchorri characters gain a +1D bonus to all Stamina skill rolls.Story Factors:Cold-Blooded: If exposed to extreme cold without the proper equipment, a Yinchorri character suffers an immediate -2 penalty to all Perception rolls made to determine initiative. After ten minutes, the character will suffer an additional -2 to all attributes. After 20 minutes, a Difficult Strength or Stamina roll must be made, with success indicating no damage. Failure indicates that the character suffers an additional -2 penalty to all attributes. A roll must then be made every 10 minutes, with the difficulty increasing by +3 points each time, and each failed roll results in a further -2 modifier to all attributes. If the penalties ever exceed the Yinchorri's Strength score, he dies. If returned to a warm environment, the Yinchorri will recover fully within 30 minutes.Move: 10/12Size: 1.7 to 2.2 meters tall

Below, you will find book and page references to everything in the "Alien Anthology" supplement that has been previously detailed in WEG products. If it's on this list, that's why I haven't presented conversion information for it. This list might also be useful for players and GMs of SWd20 who are looking for additional reference material on any of the following subjects. Be warned, I only plan to list up to three or four references for each entry.